Shader "DrawMesh/DrawMeshLineShader"
{
	Properties
	{
			[HDR] _Color("Color", Color) = (1, 1, 1, 1)
		[Enum(Off,0,On,1)]_ZWrite("ZWrite", Float) = 1.0
	}

		SubShader
	{
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		LOD 100

		Pass
		{
			ZWrite[_ZWrite]
			Blend SrcAlpha OneMinusSrcAlpha
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
		// make fog work
		#pragma multi_compile_fog

		#include "UnityCG.cginc"

		struct appdata
		{
			float4 vertex : POSITION;
		};

		struct v2f
		{
			float4 vertex : SV_POSITION;
		};

		fixed4 _Color;

		v2f vert(appdata v)
		{
			v2f o;
			o.vertex = UnityObjectToClipPos(v.vertex);
			return o;
		}

		fixed4 frag(v2f i) : SV_Target
		{
			return _Color;
		}
		ENDCG
	}
	}
}
